“What does NS2 have to offer NS1 players aside from incredi-graphics?
We are mixing real-time strategy elements and first-person elements unlike any game before us. Like NS1, there’s a full tech tree, buildable structures, upgrades, 5 alien player classes and Commanders on both sides. We also are focusing on dynamic game elements, including dynamic infestation, weldable bulkheads and doors, a “power grid” that can shut down areas of the map and disable structures temporarily and the proverbial much more.”

“What can you tell us about the game’s level deformation feature?
We have “dynamic infestation”, which is a bacterial goo that grows wherever the aliens go. It will break through welded doors, turn off lights, destroy computers and generally create chaos wherever it goes. Go to here to see it in action.

What other features do you think are important?
We have four “pillars” that we’re designing the gameplay around (link). The first pillar is “Two Unique sides”. Both sides (Marine and Alien), are totally unique. For instance, when playing as an alien, we will increase the field of view and blur the edges of the screen a little to make it feel like you have a different kind of animal perception than the humans.

The second pillar is “Real-time Strategy”. This is where our resource model, tech tree, buildable structures and Commander mode comes in (top-down view used by some players).

The third is “Dynamic Environments” which basically means the game will never play the same way twice. The dynamic infestation is part of this, as are weldable and breakable doors (for dynamic map routes) as well as lights, power sources, lifts, etc. that respond to the game events.

Finally, “Unlimited Variations” is our modding architecture. Our entire game is written in “Lua” script and will be released with the game, along with our level editor, script debugger and everything you need to modify NS2 or make your own game. Adding a new weapon is less than 100 lines of script. You can change the resource model, add new AI units, change any UI element, etc. Our game engine has no concept of NS2 at all – everything NS2 is written in script. So everything from Commander Mode to player movement code to weapons is all effectively open source and shipping with the game, so you can be sure players will add all sorts of new game modes, abilities, etc. Maybe we’ll even get our own “Counter-strike” on NS2!”.

Features

Two Unique Sides
Whether you play as one of the elite marine Frontiersmen or the vicious alien Kharaa, you must use unique strategies and your abilities to win. Marines form persistent squads to find and destroy alien hives. Aliens can choose a wall-running Skulk, pudgy Gorge, flying Lerk, murderous Fade or gigantic Onos that can smash through doors.

Real-time Strategy
Commanders play from overhead to lead their team to victory. Build structures anywhere, collect resources and research upgrades. Marines buy weapons at an Armory or build sentry turrets and siege cannons to assault the enemy. Aliens build upgrade chambers, evolve special abilities and plant traps.

Dynamic Environments
Spreading alien infestation deforms hallways and causes space station power failure, turning off lights and shutting down marine powered structures. Use a flamethrower to clear infestation or weld a bulkhead shut for a last defense. Every game is different.

Unlimited Variations
WYSIWYG graphical tools and powerful scripting allow you to create new weapons, scenarios or entirely new games. You’ll get all our tools and Lua source code we’re using to build NS2. Ongoing automatic updates keep the game fresh by adding new maps, weapons and abilities.